Hmm, I think it can be implemented using workarounds. You need to hide the town in an inaccessible and unexplored area, and then create a script like this:MakeHeroInteractWithObject(hero, "Town") --Use this for interacting with the town
function ResetOwner(hero, obj, old, new)
SetObjectOwner(obj, 0) --Sets the town's owner to neutral, as MakeHeroInteract will simulate capturing the town
end
Trigger(OBJECT_CAPTURE_TRIGGER, "Town", "ResetOwner")I haven't tried this implementation, it will be interesting to see if it works.
Interesting idea, I'll try it.